Ramon Lawrence

CY
h-index3
6papers
219citations
Novelty30%
AI Score22

6 Papers

CVFeb 13, 2023
An Application of Deep Learning for Sweet Cherry Phenotyping using YOLO Object Detection

Ritayu Nagpal, Sam Long, Shahid Jahagirdar et al.

Tree fruit breeding is a long-term activity involving repeated measurements of various fruit quality traits on a large number of samples. These traits are traditionally measured by manually counting the fruits, weighing to indirectly measure the fruit size, and fruit colour is classified subjectively into different color categories using visual comparison to colour charts. These processes are slow, expensive and subject to evaluators' bias and fatigue. Recent advancements in deep learning can help automate this process. A method was developed to automatically count the number of sweet cherry fruits in a camera's field of view in real time using YOLOv3. A system capable of analyzing the image data for other traits such as size and color was also developed using Python. The YOLO model obtained close to 99% accuracy in object detection and counting of cherries and 90% on the Intersection over Union metric for object localization when extracting size and colour information. The model surpasses human performance and offers a significant improvement compared to manual counting.

CYNov 27, 2023
Student Mastery or AI Deception? Analyzing ChatGPT's Assessment Proficiency and Evaluating Detection Strategies

Kevin Wang, Seth Akins, Abdallah Mohammed et al.

Generative AI systems such as ChatGPT have a disruptive effect on learning and assessment. Computer science requires practice to develop skills in problem solving and programming that are traditionally developed using assignments. Generative AI has the capability of completing these assignments for students with high accuracy, which dramatically increases the potential for academic integrity issues and students not achieving desired learning outcomes. This work investigates the performance of ChatGPT by evaluating it across three courses (CS1,CS2,databases). ChatGPT completes almost all introductory assessments perfectly. Existing detection methods, such as MOSS and JPlag (based on similarity metrics) and GPTzero (AI detection), have mixed success in identifying AI solutions. Evaluating instructors and teaching assistants using heuristics to distinguish between student and AI code shows that their detection is not sufficiently accurate. These observations emphasize the need for adapting assessments and improved detection methods.

LGJul 17, 2023
LearnedSort as a learning-augmented SampleSort: Analysis and Parallelization

Ivan Carvalho, Ramon Lawrence

This work analyzes and parallelizes LearnedSort, the novel algorithm that sorts using machine learning models based on the cumulative distribution function. LearnedSort is analyzed under the lens of algorithms with predictions, and it is argued that LearnedSort is a learning-augmented SampleSort. A parallel LearnedSort algorithm is developed combining LearnedSort with the state-of-the-art SampleSort implementation, IPS4o. Benchmarks on synthetic and real-world datasets demonstrate improved parallel performance for parallel LearnedSort compared to IPS4o and other sorting algorithms.

CYDec 29, 2023
ChatEd: A Chatbot Leveraging ChatGPT for an Enhanced Learning Experience in Higher Education

Kevin Wang, Jason Ramos, Ramon Lawrence

With the rapid evolution of Natural Language Processing (NLP), Large Language Models (LLMs) like ChatGPT have emerged as powerful tools capable of transforming various sectors. Their vast knowledge base and dynamic interaction capabilities represent significant potential in improving education by operating as a personalized assistant. However, the possibility of generating incorrect, biased, or unhelpful answers are a key challenge to resolve when deploying LLMs in an education context. This work introduces an innovative architecture that combines the strengths of ChatGPT with a traditional information retrieval based chatbot framework to offer enhanced student support in higher education. Our empirical evaluations underscore the high promise of this approach.

MLOct 2, 2015
A Survey of Online Experiment Design with the Stochastic Multi-Armed Bandit

Giuseppe Burtini, Jason Loeppky, Ramon Lawrence

Adaptive and sequential experiment design is a well-studied area in numerous domains. We survey and synthesize the work of the online statistical learning paradigm referred to as multi-armed bandits integrating the existing research as a resource for a certain class of online experiments. We first explore the traditional stochastic model of a multi-armed bandit, then explore a taxonomic scheme of complications to that model, for each complication relating it to a specific requirement or consideration of the experiment design context. Finally, at the end of the paper, we present a table of known upper-bounds of regret for all studied algorithms providing both perspectives for future theoretical work and a decision-making tool for practitioners looking for theoretical guarantees.

AIJan 16, 2014
Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding

Vadim Bulitko, Yngvi Björnsson, Ramon Lawrence

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.